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I just started this today, it's already about 5% done. There's still a lot of bugs, but I'll let you guys try it anyway. It was built in MMF2. Note the extra black space in the game is room for the HUD. Yeah, it has to be that big, and the actual gameplay screen has to be that small, or it will create more bugs. Dunno why, probably a glitch in the Mode 7 extension. I might make it open source when it is done, all sprites will be replaced. Bugs: -The bullet does not come right out of the gun, the only way I can see fixing this right now, is spriting really large weapons, so it looks right? edit: I figured the problem has something to do with the 32 directions that MMF2 is limited to. There's ways around it for math lovers, but sadly I'm not one of them. But I managed to fix it up so it looks somewhat right now. Original engine credit goes to Margarian Christophe, but I heavily modified it. The final engine will hopefully support: -Lots of different guns ranging from short range, melee, etc. -Possible Multiplayer (LAN/INFRASTRUCTURE) -Wiimote support (sword play?) -Smart AI -More stuff! A 3D version of "Lost" will most likely be made from this. When this engine is finally complete, it should be a lot easier than the 2D version of the game to develop (in terms of level design), really because the levels are pretty much going to look the same as what you see in the demo, obviously not a big open area, there will be rooms and stuff. Mode 7 is not the greatest thing. Maybe I can combine the two projects and have some levels 3D, some 2D, so whatever sprites/engine doesn't go to waste. Just a small question though. Does anyone know how to animate Active Pictures in MMF2? Those enemy sprites as you see are just one image. Thanks. Let me know if something does not work. Like a DLL is missing or something. Make sure you extract the image files as well as the .exe. Also, let me know how you think of it, and I'm taking suggestions.  For those of you who do not want to download it, there is a old gameplay footage in my sig. This post has been edited by xhedgehogx on Jul 1 2008, 08:11 PM
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lost3d.zip
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Games: Lost (action/adventure/platformer) 70% done (just need levels). Information : Set in a world 50 years in the future, you, Sgt. Arminda Hemmingway become stranded on an unknown planet, in a unknown location, far away from Earth. All you have is your battle armor, weapons, and the will to survive. Status : In development
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is there a reason why you're using active pictures instead of active objects
anyway to answer your question, the only way to animate APs is by loading images off your disk
constantly
they also have to be numbered in some meaningful way like: imageXXX.bmp so you can do this
Always --> Enemy - Load image: Apppath$ + "image" + str$(9 - Alterable Value A("Enemy") mod 10) + ".bmp"
Every [whatever] --> Enemy - Add to Alterable Value A: 1
the "mod 10" part will basically give it a looping 10-frame animation from image0.bmp to image9.bmp
This post has been edited by Xgoff on Jul 2 2008, 06:37 PM
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I didn't even know I could use active objects instead of active pictures (that'll make everything easier). I just replace the sprite mapping active picture events with the active object? I mean it would be a lot easier to just have every sprite in game, rather than a separate file.
Every mode 7 tutorial I've gone through used active pictures, so that was all I could really base it from.
Also, if I am stuck using active pictures, is there anyway to give it separate animations, like getting hit, or dead, without changing the animations to the rest of them?
Thank you for the help, Xgoff.
@ orange452, all sprites are so far placeholders, making sure everything works and in the right place. They probably will be until I get enough done with it to decide if I can actually make a game from it. And the glitchy shooting is from what I determined is because of the limited 32 directions(if anyone can help me on this, I'll definetly appreciate it). There is a way to fix it, but I am no math magician, so I have no idea. I'm sure 3d in GM is hard, I never tried it, but in MMF, it isn't horribly bad yet, what I'm doing, and I'm sure most other 3d games do, you are playing in a simple X,Y playfield, and it is just translated into 3d. Probably the same with GM, I dunno.
This post has been edited by xhedgehogx on Jul 2 2008, 04:14 PM
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Games: Lost (action/adventure/platformer) 70% done (just need levels). Information : Set in a world 50 years in the future, you, Sgt. Arminda Hemmingway become stranded on an unknown planet, in a unknown location, far away from Earth. All you have is your battle armor, weapons, and the will to survive. Status : In development
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| QUOTE (xhedgehogx @ Jul 2 2008, 03:10 PM) | I didn't even know I could use active objects instead of active pictures (that'll make everything easier). I just replace the sprite mapping active picture events with the active object? I mean it would be a lot easier to just have every sprite in game, rather than a separate file.
Every mode 7 tutorial I've gone through used active pictures, so that was all I could really base it from.
Also, if I am stuck using active pictures, is there anyway to give it separate animations, like getting hit, or dead, without changing the animations to the rest of them?
Thank you for the help, Xgoff. |
since MMF1.5 didn't have AO scaling, the only way to have real scalable sprites was to use APs; you COULD'VE used AOs then but it'd look ugly AOs should work fine... still, i'd back your game up before you change anything, just in case EDIT: also, here's a simple 360º bullet engineThis post has been edited by Xgoff on Jul 2 2008, 04:42 PM
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 DISCLAIMER: by sending me (xgoff) a private message, you agree to the directives and their terms specified henceforth: DIRECTIVE 1 (APPLE): i may or may not reply promptly or at all; and there are no guarantees to the usefulness of the reply. i may not acknowledge whether i have even received your private message DIRECTIVE 2 (CHILE CON CARNE): as per my view, "private" applies only to the initial transaction, and the material of your message may or may not be made public at my discretion; as this will more than likely be a post in the CCC or IRC, you may not be able to view it DIRECTIVE 3 (FEATHER DUSTER): you must address me (xgoff) as "Sir Master Xgofficus his Highest and Most Awesome the Third"; failure to comply with this term may invoke one or both of the above directives, and i will leave a burning bag of **** on your doorstep DIRECTIVE 4 (BOOTSTRAP): if you have read this disclaimer, please private message me promptly, in compliance with the above terms, so i can ensure you are capable of following directions you idiot this concludes the test of the emergency disclaimer system, your scheduled programming will now continue. satisfaction guaranteed, and 100% cash back available under certain circumstances; restrictions may or may not apply within your place of residence NOTICE: these directives and their terms may change at any time, without notice; as a private message transaction to myself assumes an understanding and full compliance of the above, you should ensure you are fully aware of the above terms at any point before sending a private message; any message received is assumed to have been sent in compliance with the above| QUOTE | (5:25:58 PM) Mikau: xgoff (5:26:00 PM) Mikau: guess what (5:26:04 PM) Xgoff: chicken butt (5:26:09 PM) Mikau: **** you |
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Thanks again Xgoff. Sadly, I just tried to put that into my game, and it is pretty much shooting out the bullets in random directions. I just tried it a couple different ways, even completely removing my current shooting events. Still the same problem. Along with that, changing the movement events a little, but that had no effect.
And as far as making a active object in the mode 7, I'm completely clueless, so I figured active pictures is what I'll be sticking with.
Every alterable value I'd make for it could be a different animation, am I correct? For example, Alterable value A: walking straight animation, B: left animation, C: Right, D: Getting hit, and E: Dead.
Is that how it would work? To have different frames for each animation. It won't change the animation sequence on all the other enemies?
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Games: Lost (action/adventure/platformer) 70% done (just need levels). Information : Set in a world 50 years in the future, you, Sgt. Arminda Hemmingway become stranded on an unknown planet, in a unknown location, far away from Earth. All you have is your battle armor, weapons, and the will to survive. Status : In development
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Xgoff |
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| QUOTE (xhedgehogx @ Jul 2 2008, 04:49 PM) | Thanks again Xgoff. Sadly, I just tried to put that into my game, and it is pretty much shooting out the bullets in random directions. I just tried it a couple different ways, even completely removing my current shooting events. Still the same problem. Along with that, changing the movement events a little, but that had no effect.
And as far as making a active object in the mode 7, I'm completely clueless, so I figured active pictures is what I'll be sticking with.
Every alterable value I'd make for it could be a different animation, am I correct? For example, Alterable value A: walking straight animation, B: left animation, C: Right, D: Getting hit, and E: Dead.
Is that how it would work? To have different frames for each animation. It won't change the animation sequence on all the other enemies? |
that's weird, it should work (earlier i tested sprite mapping with AOs and it worked fine)
but yeah you could use different AVs for different animations, though it'd be less waste if you used a string instead like:
Apppath$ + Alterable String A("Enemy") + str$(9 - Alterable Value A("Enemy") mod 10) + ".bmp"
and just changed the string to things like "straight", "left", "right", etc (and resetting AV A when necessary)
since you're using alt values/strings, enemies should animate separately; if they don't, you're running into an object selection problem somewhere
EDIT: i also made a couple of errors with the bullet positioning expressions in that one app, which is probably why it was acting up for you
This post has been edited by Xgoff on Jul 2 2008, 06:37 PM
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 DISCLAIMER: by sending me (xgoff) a private message, you agree to the directives and their terms specified henceforth: DIRECTIVE 1 (APPLE): i may or may not reply promptly or at all; and there are no guarantees to the usefulness of the reply. i may not acknowledge whether i have even received your private message DIRECTIVE 2 (CHILE CON CARNE): as per my view, "private" applies only to the initial transaction, and the material of your message may or may not be made public at my discretion; as this will more than likely be a post in the CCC or IRC, you may not be able to view it DIRECTIVE 3 (FEATHER DUSTER): you must address me (xgoff) as "Sir Master Xgofficus his Highest and Most Awesome the Third"; failure to comply with this term may invoke one or both of the above directives, and i will leave a burning bag of **** on your doorstep DIRECTIVE 4 (BOOTSTRAP): if you have read this disclaimer, please private message me promptly, in compliance with the above terms, so i can ensure you are capable of following directions you idiot this concludes the test of the emergency disclaimer system, your scheduled programming will now continue. satisfaction guaranteed, and 100% cash back available under certain circumstances; restrictions may or may not apply within your place of residence NOTICE: these directives and their terms may change at any time, without notice; as a private message transaction to myself assumes an understanding and full compliance of the above, you should ensure you are fully aware of the above terms at any point before sending a private message; any message received is assumed to have been sent in compliance with the above| QUOTE | (5:25:58 PM) Mikau: xgoff (5:26:00 PM) Mikau: guess what (5:26:04 PM) Xgoff: chicken butt (5:26:09 PM) Mikau: **** you |
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Well, it's possible, I didn't sprite map the active object right.
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Games: Lost (action/adventure/platformer) 70% done (just need levels). Information : Set in a world 50 years in the future, you, Sgt. Arminda Hemmingway become stranded on an unknown planet, in a unknown location, far away from Earth. All you have is your battle armor, weapons, and the will to survive. Status : In development
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Xgoff |
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| QUOTE (xhedgehogx @ Jul 2 2008, 05:41 PM) | | Well, it's possible, I didn't sprite map the active object right. |
yeah and i forgot AO scaling was a multiplier i can't remember the multiplier-to-pixel conversion off the top of my head, though
This post has been edited by Xgoff on Jul 2 2008, 07:10 PM
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 DISCLAIMER: by sending me (xgoff) a private message, you agree to the directives and their terms specified henceforth: DIRECTIVE 1 (APPLE): i may or may not reply promptly or at all; and there are no guarantees to the usefulness of the reply. i may not acknowledge whether i have even received your private message DIRECTIVE 2 (CHILE CON CARNE): as per my view, "private" applies only to the initial transaction, and the material of your message may or may not be made public at my discretion; as this will more than likely be a post in the CCC or IRC, you may not be able to view it DIRECTIVE 3 (FEATHER DUSTER): you must address me (xgoff) as "Sir Master Xgofficus his Highest and Most Awesome the Third"; failure to comply with this term may invoke one or both of the above directives, and i will leave a burning bag of **** on your doorstep DIRECTIVE 4 (BOOTSTRAP): if you have read this disclaimer, please private message me promptly, in compliance with the above terms, so i can ensure you are capable of following directions you idiot this concludes the test of the emergency disclaimer system, your scheduled programming will now continue. satisfaction guaranteed, and 100% cash back available under certain circumstances; restrictions may or may not apply within your place of residence NOTICE: these directives and their terms may change at any time, without notice; as a private message transaction to myself assumes an understanding and full compliance of the above, you should ensure you are fully aware of the above terms at any point before sending a private message; any message received is assumed to have been sent in compliance with the above| QUOTE | (5:25:58 PM) Mikau: xgoff (5:26:00 PM) Mikau: guess what (5:26:04 PM) Xgoff: chicken butt (5:26:09 PM) Mikau: **** you |
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I don't know why I can't figure out how to animate each of the objects individually. The closest I've gotten to was the "Pick one" event. And that just randomly chooses one. Oh well, as of right now, I'll just make non-animated badguy things, maybe throughout the course of making the game I'll figure it out.
Thanks anyway, xgoff. It has to be the strings, it is the one thing in MMF2 I'll never be able to figure out.
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Games: Lost (action/adventure/platformer) 70% done (just need levels). Information : Set in a world 50 years in the future, you, Sgt. Arminda Hemmingway become stranded on an unknown planet, in a unknown location, far away from Earth. All you have is your battle armor, weapons, and the will to survive. Status : In development
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if worst comes to worst, you'll have to loop through all the enemies yourself
"Compare to ..." conditions should force MMF to look at each object individually, though
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 DISCLAIMER: by sending me (xgoff) a private message, you agree to the directives and their terms specified henceforth: DIRECTIVE 1 (APPLE): i may or may not reply promptly or at all; and there are no guarantees to the usefulness of the reply. i may not acknowledge whether i have even received your private message DIRECTIVE 2 (CHILE CON CARNE): as per my view, "private" applies only to the initial transaction, and the material of your message may or may not be made public at my discretion; as this will more than likely be a post in the CCC or IRC, you may not be able to view it DIRECTIVE 3 (FEATHER DUSTER): you must address me (xgoff) as "Sir Master Xgofficus his Highest and Most Awesome the Third"; failure to comply with this term may invoke one or both of the above directives, and i will leave a burning bag of **** on your doorstep DIRECTIVE 4 (BOOTSTRAP): if you have read this disclaimer, please private message me promptly, in compliance with the above terms, so i can ensure you are capable of following directions you idiot this concludes the test of the emergency disclaimer system, your scheduled programming will now continue. satisfaction guaranteed, and 100% cash back available under certain circumstances; restrictions may or may not apply within your place of residence NOTICE: these directives and their terms may change at any time, without notice; as a private message transaction to myself assumes an understanding and full compliance of the above, you should ensure you are fully aware of the above terms at any point before sending a private message; any message received is assumed to have been sent in compliance with the above| QUOTE | (5:25:58 PM) Mikau: xgoff (5:26:00 PM) Mikau: guess what (5:26:04 PM) Xgoff: chicken butt (5:26:09 PM) Mikau: **** you |
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i'm not sure if this will help at all (or if it's really what you need) but http://star.walagata.com/w/supermetalmario/apanim.rarbasically an example of one of my earlier posts This post has been edited by Xgoff on Jul 12 2008, 10:57 PM
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 DISCLAIMER: by sending me (xgoff) a private message, you agree to the directives and their terms specified henceforth: DIRECTIVE 1 (APPLE): i may or may not reply promptly or at all; and there are no guarantees to the usefulness of the reply. i may not acknowledge whether i have even received your private message DIRECTIVE 2 (CHILE CON CARNE): as per my view, "private" applies only to the initial transaction, and the material of your message may or may not be made public at my discretion; as this will more than likely be a post in the CCC or IRC, you may not be able to view it DIRECTIVE 3 (FEATHER DUSTER): you must address me (xgoff) as "Sir Master Xgofficus his Highest and Most Awesome the Third"; failure to comply with this term may invoke one or both of the above directives, and i will leave a burning bag of **** on your doorstep DIRECTIVE 4 (BOOTSTRAP): if you have read this disclaimer, please private message me promptly, in compliance with the above terms, so i can ensure you are capable of following directions you idiot this concludes the test of the emergency disclaimer system, your scheduled programming will now continue. satisfaction guaranteed, and 100% cash back available under certain circumstances; restrictions may or may not apply within your place of residence NOTICE: these directives and their terms may change at any time, without notice; as a private message transaction to myself assumes an understanding and full compliance of the above, you should ensure you are fully aware of the above terms at any point before sending a private message; any message received is assumed to have been sent in compliance with the above| QUOTE | (5:25:58 PM) Mikau: xgoff (5:26:00 PM) Mikau: guess what (5:26:04 PM) Xgoff: chicken butt (5:26:09 PM) Mikau: **** you |
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Actually that is helping a lot, thank you.
edit: The sprites are still not animating by themselves? I'm pretty sure it has something to do with the hit detection being on a active object rather than the sprite itself, is there an easy way to fix this? Thanks.
This post has been edited by xhedgehogx on Jul 14 2008, 05:48 PM
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Games: Lost (action/adventure/platformer) 70% done (just need levels). Information : Set in a world 50 years in the future, you, Sgt. Arminda Hemmingway become stranded on an unknown planet, in a unknown location, far away from Earth. All you have is your battle armor, weapons, and the will to survive. Status : In development
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